Olden Era Necropolis Build Guide — Best Hero Skills & Strategy
Master the undead legions of Shadowspire with the definitive Necropolis build guide. Best starting hero picks, Necromancy skill progression, skeleton snowball tactics, Undead Transformer conversion loops, and late-game power scaling strategies for competitive and campaign play.
Quick FAQ
What makes Necropolis the strongest faction?
Necromancy creates an unmatched snowball effect: every battle won permanently grows your army through skeleton conversion. Combined with the Undead Transformer converting neutral creatures into undead, Necropolis can generate armies 2-3x larger than other factions by late game. No other faction mechanic scales this hard — Necropolis literally turns enemy losses into your permanent gains.
Which hero should I start with as a beginner?
Onkos is the recommended starting hero for new Necropolis players. His Skeleton Mastery specialty is straightforward and powerful: more skeletons per week, faster and tougher skeletons, and scaling attack/defense as he levels. The skeleton archer strategy is the most forgiving Necropolis playstyle — safe ranged damage that grows automatically through Necromancy.
How do I manage Necromantic Energy?
Necromantic Energy caps at 1,000 and refills weekly. When you are saving energy for a higher-tier raise (e.g., you want Vampires, not Skeletons), toggle Necromancy off using the skull icon near your hero portrait. Victories will then regenerate energy without spending it. Always toggle Necromancy back on before fighting an enemy with high-tier units you want to convert.
Why is Mercury so important for Necropolis?
Mercury gates every mid and high-tier unit: Graverobber, Lich, and Vampire dwellings all require Mercury to build, and recruiting Vampires costs 1 Mercury each. Without a steady Mercury supply, you cannot access your strongest units. Build a Marketplace early, pick Zam if you struggle with Mercury, and prioritize resource laws that provide daily Mercury income.
Necropolis Faction Overview
Core Strengths
- Necromancy converts enemy losses into permanent skeleton growth — each battle grows your army
- Undead Transformer converts any non-undead creature into undead for free, multiplying map resource value
- Skeleton Archers provide safe, scaling ranged damage that grows with your Necromancy output
- Vampires and Liches offer powerful sustain through lifesteal and revive mechanics (Rewind Death, Eternal Service)
- Immune to morale penalties — undead units never flee, never suffer bad morale turns
Key Weaknesses
- Temple faction counters Necropolis hard — holy/light magic deals bonus damage to undead
- Necromantic Energy cap limits skeleton generation; cannot infinitely raise units without managing the energy pool
- Heavy Mercury dependence for mid and high-tier units — without Mercury, tech progression stalls
- Vulnerable in early game before skeleton stacks reach critical mass; aggressive rush factions (Hive) can overwhelm
- Necromancy does not work against other undead or mechanical units — mirror matches reduce the snowball effect
Best Starting Hero — Onkos, the Skeleton Lord
Onkos is the undisputed best starting hero for Necropolis and the cornerstone of the skeleton archer snowball strategy. His Skeleton Mastery specialty transforms the faction's tier 1 unit from a disposable meat shield into a legitimate carry stack. Here is what makes him exceptional:
Onkos — Skeleton Mastery
Starting Skills: Basic Necromancy, Basic OffenseExtra skeletons per week in town. Compounds with every week that passes.
Skeletons act earlier and move faster. Your archers shoot before enemy melee reaches them.
Tougher skeletons survive longer, preserving your Necromancy investment.
Scaling stats that keep your tier 1 unit relevant through the entire game. Enemy skeletons lose the same stats.
The synergy between Onkos and the Necromancy mechanic is what makes this build dominant. Necromancy constantly adds new skeletons to your army — and Onkos makes every single one of those skeletons faster, tougher, and harder-hitting. This creates a compounding effect: more battles → more skeletons → each skeleton is stronger → easier battles → more battles. By week 3, Onkos's skeleton archer stack should number 300-500 units with 20% bonus HP and significant stat scaling, one-shotting most tier 3-4 neutral camps.
All Necropolis Starting Heroes — Complete Comparison
Onkos
Skeleton Mastery⭐⭐⭐⭐⭐Basic Necromancy, Basic OffenseOnkos is the premier Necropolis starting hero and the strongest skeleton-archer snowball choice in the current meta. His specialty grants +2 skeleton growth per week in town, +1 Speed and Initiative to all skeletons, +20% skeleton HP, and +1 Attack/Defense per 3 hero levels. Enemy skeletons suffer reverse penalties. This means your skeleton archers not only multiply faster through Necromancy but also shoot harder, move faster, and survive longer. Pick Onkos when you want the most consistent, scalable build — he accelerates through week one clear speed and remains strong through late game.
Marl
Web Mastery⭐⭐⭐⭐⭐Basic Necromancy, Basic LogisticsMarl is the tempo king. Starting with Logistics gives him superior map mobility from turn one, and his Web specialty starts at Masterful level affecting ALL enemies. This means every combat opens with a full enemy slowdown, letting your skeleton archers fire 2-3 volleys before melee contact. Combined with Logistics for more battles per week, Marl can clear maps faster than Onkos in the early game but scales slightly less into the late game. Best on large maps where movement advantage compounds.
King-of-Kings
Charisma⭐⭐⭐⭐⭐Basic Necromancy, Basic DiplomacyKing-of-Kings runs the Undead Transformer abuse strategy — widely considered the strongest economic army-building plan in Olden Era. His Charisma specialty preserves your entire army when fleeing neutral fights, adds +5% persuasion chance (+1% per 4 levels), and enables the Diplomacy → Undead Transformer → skeleton army pipeline. Collect neutral joiners with Diplomacy, convert everything non-undead through the Transformer, and hand the resulting undead units to your main hero. King-of-Kings generates the largest armies of any Necropolis hero by mid-game.
Funerella
Necromancy Power⭐⭐⭐⭐Advanced Necromancy (starts at Advanced!)Funerella starts with Advanced Necromancy — the only hero who does — giving her an immediate 15% conversion rate from battle one. Her specialty adds +5% Necromancy power (+1% per 4 levels), pushing conversion rates higher than any other hero. In long matches with high battle counts, Funerella generates the most skeletons of any hero. Her weakness is a slower week one since she lacks Offense or Logistics, but her scaling is unmatched for marathon games.
Oona the Shadowspinner
Night Magic Mastery⭐⭐⭐⭐Basic Necromancy, Basic Night MagicOona specializes in control through Night Magic. Her Sleep spell can neutralize the most dangerous enemy stack for multiple turns, letting skeleton archers eliminate threats one at a time. Night spells gain +1 level (+1 per 10 hero levels), and enemies cannot cast Night spells against her. Ideal when early neutral camps contain fast melee units that would reach your archers before turn 3 — Sleep buys the time needed.
Mag
Arcane Magic Mastery⭐⭐⭐⭐Basic Necromancy, Basic Arcane MagicMag turns Necropolis into a spell-damage faction in the early game. Arcane spells gain +1 level (+1 per 10 hero levels), cannot be cast by enemy heroes, and are unrestricted. This means Magic Arrow and similar damage spells deal significantly more damage, letting Mag clear neutral camps that would overwhelm a weaker early army. Best when the map has tough early neutral stacks that out-stat your starting skeletons.
Zam
Alchemy⭐⭐⭐Necromancy-line, AlchemistZam solves the Mercury bottleneck. His Alchemy specialty provides +1 Mercury per day (+1 per 5 levels) and doubles Mercury found on the map. Since Vampires, Liches, and Graverobbers all require Mercury for construction and recruitment, Zam enables faster access to mid and high-tier units. A utility pick — weaker in direct combat but accelerates your tech tree like no other hero.
Hero Skill Tier List — Necropolis Skill Rankings
The table below ranks every major skill available to Necropolis heroes based on competitive viability, synergy with the faction's core mechanics, and overall impact across all game phases. Necromancy is mandatory on every build — it is the engine that powers the entire faction. Beyond that, skill choices should align with your chosen hero's specialty and your intended strategy.
| Tier | Hero Skill | Effect | Best Level to Take | Synergy |
|---|---|---|---|---|
| S | Necromancy (Expert) | 20% of strongest enemy stack raised as undead after victory. Unlocks Eternal Service (3 Focus: revive + heal) and Soul Reaper (-1 Morale/Luck to enemies). | Level 1 (Basic), Rush to Expert by Level 12-15 | Pairs with Offense for skeleton damage; with Logistics to fight more battles per week. Onkos specialty amplifies skeleton stats from raised units. |
| S | Diplomacy | Persuade neutral creatures to join your army. Reduced join cost, increased persuasion chance. Neutral joiners feed the Undead Transformer cycle. | Level 1-3 (with King-of-Kings) | Essential with Undead Transformer. King-of-Kings' Charisma specialty preserves army when fleeing neutrals and adds +5% persuasion per level. |
| A | Offense | +10%/+20%/+30% melee and ranged damage at Basic/Advanced/Expert. Directly amplifies skeleton archer damage output. | Level 3-5 (after Basic Necromancy) | Critical for Onkos builds — skeleton archers benefit from every point of damage. Stacks multiplicatively with skeleton quantity from Necromancy. |
| A | Logistics | +10%/+20%/+30% movement points on the adventure map. More movement = more battles = more skeletons raised per turn. | Level 2-4 | Best on Marl (starts with Logisitcs + Web). More map coverage means more external dwellings visited, more creatures for the Transformer. |
| A | Arcane Magic | +1 level to all Arcane spells (+1 per 10 hero levels). Denies enemy Arcane spellcasting. Unrestricted casting of Arcane spells. | Level 1 (with Mag), Level 5-8 (secondary) | Mag's specialty makes Arcane magic the primary damage source in early fights. Skeleton archers clean up weakened enemies after spell bombardment. |
| A | Night Magic | +1 level to all Night spells (+1 per 10 hero levels). Denies enemy Night spellcasting. Sleep and control spells secure early fights. | Level 1 (with Oona), Level 5-8 (secondary) | Oona's specialty unlocks Sleep crowd control. Night magic buys time for skeleton archers to fire freely without melee pressure. |
| B | Eternal Service | Active hero ability (3 Focus). Restores HP to a friendly stack and revives fallen units. Unlocked at Expert Necromancy. | Level 12+ (after Expert Necromancy) | Reduces attrition across long campaign. Pairs with Lich's Rewind Death for double revive capability in critical battles. |
| B | Gravesoil | Friendly Necropolis units gain +10% damage dealt and -10% damage received when fighting on native terrain. | Level 6-10 (sub-skill after Advanced Necromancy) | Devastating on maps with large native terrain patches. Amplifies skeleton durability, making large stacks even harder to break. |
| B | Soul Harvest | Restores 4 mana after each won battle. Provides spellcasting sustainability across long adventuring days. | Level 6-10 (sub-skill after Advanced Necromancy) | Critical for magic-focused heroes (Mag, Oona). Enables continuous spell usage without returning to town for mana regeneration. |
| C | Death Herald | Hero's maximum Necromantic Energy increased by +500. Allows raising more skeletons before hitting the weekly energy cap. | Level 10-15 (when consistently hitting energy cap) | Useful on large maps with high battle density. Prevents wasted Necromancy raises when energy pool is full. |
| C | Soul Reaper | All enemy creatures suffer -1 Morale and -1 Luck for the entire battle. Passive debuff with no action cost. | Level 12+ (sub-skill after Expert Necromancy) | Modest combat advantage. More impactful in PvP than PvE where enemy morale penalties can trigger bad morale turns. |
Necropolis Strategy — Early, Mid, and Late Game
Early Game (Week 1-2): Skeleton Archer Rush & Map Control
- Day 1: Build Crypts and Graves II immediately to unlock the Skeleton Archer dwelling. If starting with Onkos, you can delay other buildings and focus on gold economy since his specialty already buffs skeletons.
- Upgrade all existing Skeletons to Skeleton Archers as soon as gold allows (10 gold per unit). A stack of 100 skeletons costs 1,000 gold to upgrade — the best investment in week one.
- Fight every neutral camp rated Easy or Normal. Skeleton Archers should fire from the back row while taking zero melee damage. Avoid Hard camps unless you have Web (Marl) or Sleep (Oona) to control the engagement.
- Assign a second hero by Day 7 to scout, collect external dwelling creatures, and feed the Undead Transformer. A courier hero is mandatory — Necropolis cannot afford a single-hero strategy past week one.
- Build the Undead Transformer (1,000 gold, 5 Wood, 5 Ore) as soon as you have non-undead creatures from external dwellings. Conversion is free and transforms any non-undead creature into undead of the matching tier.
- Save law points for creature growth laws affecting Skeletons. Any law that increases skeleton weekly production compounds with Onkos' specialty and Necromancy conversion.
Mid-Game (Week 3-6): Skeleton Snowball & Transformer Loop
- Your skeleton archer stack should now number 300-500 units. This is your primary damage dealer — protect it at all costs. Position Wights and Graverobbers as a frontline buffer to prevent enemies from reaching your archers.
- The Undead Transformer loop reaches full speed: Main hero clears camps → Courier hero collects external dwelling creatures → Diplomacy persuades neutrals → Undead Transformer converts everything → converted undead join main army.
- Build toward Graverobbers, then Liches. Graverobbers (Merchant of Death / Kennelmaster) summon free skeletons, wraiths, and undead pets mid-battle, creating meat shields that protect your real units. Liches provide Rewind Death — 2 Focus to restore HP and revive fallen units, usable twice per battle.
- Push Necromancy to Expert by level 12-15. The jump from 15% to 20% conversion rate is a 33% increase in skeletons raised per battle — the biggest single power spike in the faction's progression.
- Build a Marketplace and trade surplus resources for Mercury. Every Vampire you want to recruit costs 1 Mercury on top of gold. Without Mercury, your high-tier unit production stalls.
- Start using Focus points exclusively on Lich's Rewind Death and Eternal Service. Never waste Focus on Heroic Strike — Necropolis has the strongest Focus sinks in the game and misuse costs you units.
Late Game (Week 7+): Necromancy Power Spike & Army Supremacy
- With Expert Necromancy and Eternal Service unlocked, every battle generates significant skeleton reinforcements AND lets you revive fallen units. Your army now grows even in tough fights that cause losses — a feedback loop no other faction can match.
- Vampires (Vampire Lord / Vampire Scholar) become your elite sustain unit. Vampire Lords drain life with every attack, while Vampire Scholars heal allies with absorbed HP and trigger corpse explosions for AoE damage. In the current lifesteal-heavy meta, Vampires are among the strongest tier 6 units in the game.
- Dread Knights (Harbinger of War) serve as your tier 7 carry stack. Their double-strike ability makes them the single highest damage dealer against most factions. Combined with Nightshade support, a Dread Knight stack can solo-clear large neutral camps.
- Your skeleton archer stack should now number 1,000-2,000+ units. At this scale, skeletons one-shot most tier 4-5 units. Focus on keeping them alive with Lich revives and Eternal Service — losing this stack late game can cost you the match.
- Multi-hero coordination becomes critical. Your main hero fights, a second hero runs Transformer logistics, and a third hero provides reinforcements from town. Set up Remote Footholds at key map positions to enable rapid army handoffs.
- Law points should now be spent on compounding skeleton growth, Necromancy power amplification, and Mercury income to sustain your high-tier unit production.
Quick Reference: Onkos Speed Build
This is the most consistent Necropolis build path for ladder and campaign play. Follow this order and you will have a competitive army by week 3-4.
Skills: Necromancy → Offense → Logistics → Expert Necromancy → Eternal Service
Upgrade Skeletons → Marketplace → Graverobbers → Liches → Vampires → Dread Knights
Creature growth (Skeletons) → Necromancy power → Mercury income → Combat buffs
Target 500 skeleton archers by week 4, 1,000+ by week 6. Protect with Lich revives and Vampire lifesteal.
Key Units and Their Roles in the Build
| Unit | Tier | Role | Why It Matters |
|---|---|---|---|
| Skeleton Archer | Tier 1 | Primary DPS | Cheap, plentiful, grows through Necromancy. Safe ranged damage that scales with stack size. Week one priority upgrade. |
| Graverobber / Merchant of Death / Kennelmaster | Tier 3 | Utility Summoner | Summons free Skeletons, Wraiths, and Undead Pets mid-battle. Creates meat shields that absorb damage for your real units. |
| Wraith | Tier 4 | Mid-tier Melee | Soul Eater absorbs 40% of damage taken. Damage increases with each attack. Can lower enemy defense for your archers. |
| Lich / Plague Lich / Peeven Lich | Tier 5 | Ranged Caster + Healer | AoE attack and curse amplification. Rewind Death (2 Focus) is the faction's core healing — revives fallen units twice per battle. |
| Vampire Lord / Vampire Scholar | Tier 6 | Elite Sustain | Lifesteal on every attack. Scholar variant heals allies with absorbed HP and triggers corpse explosions. Dominant in current lifesteal meta. |
| Dread Knight / Harbinger of War | Tier 7 | Carry Stack | Double strike makes it the highest single-target damage dealer. Can solo-clear large camps with Nightshade support. Late game win condition. |
Common Necropolis Mistakes to Avoid
Fix: Without a tier-1 ranged option, week one fights turn into melee trades the faction cannot afford. Upgrade skeletons immediately.
Fix: Necromantic Energy is finite and gated weekly. Toggle Necromancy off when saving energy for higher-tier raises. Raises fail without the unit type in your army.
Fix: Costs only 1,000 gold, 5 Wood, and 5 Ore. Unlocks the Diplomacy-to-conversion pipeline that generates more units than any other source. Build it as soon as you have non-undead creatures.
Fix: Lich Rewind Death, Eternal Service, and Graverobber summons are worth 3-5x more than a basic Heroic Strike. Save Focus for sustain and revive abilities.
Fix: Necropolis requires at least two heroes: one for combat and one for logistics (external dwellings, Transformer runs, resource collection). A single hero cannot cover the map efficiently.
Fix: Without Mercury, you cannot build Graverobber, Lich, or Vampire dwellings. Build a Marketplace early, trade surplus resources, and prioritize Mercury laws.
Related Guides
Necropolis Faction Guide
Complete faction overview, strengths, weaknesses, and tier ranking.
Faction Tier List
All six factions ranked S to C with detailed reasoning and matchup analysis.
Heroes Guide
Complete hero reference with stats, specialties, and tier rankings across all factions.
Skills Overview
Every hero skill explained with level requirements, effects, and faction synergies.
Beginner's Guide
First steps for new Olden Era players — faction selection, early game priorities, and core mechanics.
Patch 12 Changes Explained
The July 2026 Necromancy rework, new energy costs, and every balance change affecting Necropolis.
Combat Tactics
Battlefield positioning, focus management, initiative mechanics, and advanced combat strategies.
Important: This Necropolis build guide is based on the Olden Era Early Access build as of June 2026. Hero balance, skill effects, and Necromancy mechanics may change with patches. Necropolis is currently ranked S-tier in the competitive meta — expect balance adjustments as the game evolves.